3D Monster with 3DS Max

This is the first tutorial of my four part series dealing with character animation. These tutorials are targeted for beginners wanting to learn the basics of organic modeling, uvw mapping, texturing, rigging, and creating a cute 3d monster. In this first part we’re going to create the geometry and you’ll learn about polygon modeling and subdivision surfaces. I’ll do my best to keep things as simple as possible.

Step 1 Let’s See What the Final 3D Monster Model Will Look Like

In the picture below you see the 3d monster we’re going to create. There is a low polygon model on the left and the final subdivided model on the right. The goal is not to create the model as fast as possible but rather to give beginners a chance to experiment with different modeling tools. You need to know the basics about the interface, modifiers, and the transform tools to be able to complete this tutorial. I’m using 3ds Max 2011.

Step 2 Reference Image Setup in 3ds Max

I recommend using reference photos/images whenever possible to make the modeling process easier. I have prepared two images that you can use while modeling the monster. Please download the following files:

Chances are that your planes are near zero or intersecting with each other. In either case, the planes will get in the way when we start the modeling. Let’s move them in the top viewport:

Front reference image: Move about 200 units along the y-axis ( you don’t have to be exact )

Left reference image: Move about 200 units along the x-axis ( you don’t have to be exact )

Now we’re ready to start the modeling process.

Step 3 Useful Keyboard Shortcuts in 3ds Max

There are some keyboard shortcuts that are extremely useful during the modeling process:

F3 – Shaded view on/off

F4 – Edged faces on/off ( matters only when the shaded view is on )

ALT Q – Isolate selected object ( There is often a need to orbit around the model during the modeling process. At certain angles the reference planes might get in the way and that’s when the isolation mode becomes handy )

ALT X – Selected object becomes transparent

1-5 – In Edit Poly modifier you can quickly switch between different sub-object levels by pressing 1-5 in keyboard

Step 4 Start the Modeling

We’re going to model polygon by polygon, so let’s create the very first polygon to have something to work with. Create a small Plane ( Create panel > Geometry > Standard Primitives > Plane ) in the front viewport and apply ( Make a selection > Modify panel ) the following parameters to it:

Length Segs: 1

Width Segs: 1

Add Edit Poly modifier to it ( Make a selection > Modify panel > Modifier List > Object-Space Modifiers > Edit Poly ). We’re going to start the modeling from the lower lip. Activate the vertex sub-object level and move the vertices according to picture below. I recommend concentrating on one vertex at a time. First position the vertex in the front viewport and then in the left viewport.

Now the first polygon is in place. Since our 3d monster will be symmetrical we’re going to create only half of it and complete it with the help of a Symmetry modifier. This character is going to be animated so we’ll create it by using quads ( four sided polygons ) only. ( Quads deform better than triangles.)

Step 5 New Polygons by Cloning

Let’s create a new polygon by cloning:

Activate the edge sub-object level

Select the leftmost edge in the front view port ( See the image below )

Press and hold SHIFT in keyboard

Move the selected edge to the left ( See the image below )

Activate the vertex sub-object level and move the new vertices according to the reference images in both the front and left viewports

Step 6 Modeling Around the Mouth

Let’s repeat the cloning process several times to create polygons around the mouth. Whenever you create a new polygon, remember to move the vertices in both the front and left viewports!

Tip: Press ALT X in keyboard to make the selected object transparent. This might help when positioning the vertices.

Step 7 Cloning Several Edges at Once

You can also clone several edges at once:

Select two edges in the front viewport ( See the image below. Press CTRL in keyboard to select several edges. )

Press and hold SHIFT in keyboard

Move the selected edges upwards ( See the image below )

Activate the vertex sub-object level and move the vertices according to the reference images in both the front and left viewports

Step 8 Cloning Polygons

So far we’ve created new polygons by cloning edges but we can also clone polygons:

Activate polygon sub-object level

Select two polygons ( See the image below )

Press and hold SHIFT in keyboard

Move the selected polygons upwards. Select ‘Clone To Element’ in the new dialog.

Remember to move the vertices in both viewports ( See the image below )

Step 9 The Bridge Tool

Whenever there are two border edges that we want to connect with a polygon, we can use the Bridge tool:

Activate edge sub-object level and make sure you have nothing selected ( keyboard shortcut for deselect is CTRL d )

Activate the Bridge tool ( Edit Poly > Edit Edges > Bridge )

Click on the border edge in the front viewport ( See the image below )

Click on the other border edge ( See the image below )

Repeat the process on the left side of the eye as well

Step 10 Welding Vertices

Our goal is to create a unified surface where polygons share vertices with all adjacent polygons. Often there’s a need to weld vertices of adjacent polygons together. Let’s try this in practice:

In the front viewport, select two edges on the right side of the eye and create two new polygons by cloning

Select one edge on the left side of the eye and create a new polygon by cloning

Step 12 Modeling by Cloning

Move the vertices according to the reference images ( See the image below )

Step 13 Symmetry and TurboSmooth Modifiers

This is actually an optional step but highly recommended nevertheless. The idea of this tutorial is to create a half of a low polygon model, complete it with the Symmetry modifier, and smoothen the surface with the Turbosmooth modifier. I’ll show you how we can see the final surface while working on a low poly model:

Deactivate any sub-object level and go to the front viewport.

Clone the whole model by moving it while pressing SHIFT in keyboard. Select ‘Reference’ in the clone options dialog.

Now you continue working with the original low poly monster model and you see the changes in the smoothed model in real time. If the smoothed model gets in the way you can just move or hide it. ( It’s also possible to add the modifiers to the original model you are working on, but personally I find that method more troublesome. )

Step 14 Modeling the Rest of the Head

Now you know everything you need to know to go on. Complete the rest of the head as you see fit. The front reference image doesn’t help you much when you create the back of the head. You just have to create new polygons, orbit around the head, and move the vertices. Remember to weld vertices together when necessary. If it feels hard, remember to concentrate on a one polygon at a time. Be patient and move the vertices until you get a nice round head. This is what polygon modeling is all about.

Step 15 Modeling the Torso

Now the hardest part is over. The rest of this 3d monster model is pretty simple to create. Let’s complete the torso:

Repeat the cloning two times and create the bottom of the monster according to the image below. Cloned edges and use Bridge tool when you can.

Step 16 Creating the Arm

The arm is really easy to create with Extrude and Bevel tools:

Activate the polygon sub-object level

Activate Extrude tool ( Edit Poly > Edit Polygons > Extrude )

Click and drag on top of a polygon ( See the image below )

Make sure to extrude the polygon only a little. We want a relatively sharp joint here so we need two edges that are close to each other. If you are not sure what I’m talking about, look at the smoothed model while extruding and compare different extrusion values.

Complete the arm:

Use Extrude ( Edit Poly > Edit Polygons > Extrude ) once more and move vertices according to the reference.